How many enemies NPCs do you usually throw at the PCs? from what i get you usually play 10 to 15 characters on combat and that WAAAAAAY more than what i throw at them. I normally throw their number +2/3.
Not that the question was directed at me, but I'll answer about my game:
I normally figure a combat at even numbers, and then move up from there depending on the situation. But then, I'm also doing a lot of module running right now, and PC# +/- 2 is about what you get in (starting) opposition for fights.
If the fights go long, then yeah, reinforcements are going to arrive, and at least my players are smart enough to not be around for that.
Whats the point of a 2 to 4 second combat? unless they are a street samurai. What narrative porpouse do it acomplish.
Well, 2 to 4 seconds about 1 round, right? A round is listed as 3 seconds long.
So in a 1 round combat, my fastest player will have fired 6 times. In theory that's maybe 6 but more likely 2 or 3 opponents down. So a 1 round combat would be kicking down the door and gunning down the first group of people in the first room of a complex.Or taking out the first group of guards to round a corner, or whatever.
Not likely a full scene itself, but I KNOW I've seen moves that do a quick round of firing, then it gets quiet for a bit, then all heck breaks loose, or the like. So even a short combat can add to narrative.
In my games, it would serve to show 'cyber/magic' beats mundane, which is a theme I want and try to reinforce in my campaign. It may not be a theme in yours (at a guess?), but its a theme and a short combat does reinforce it.
(That or my 'ware/magic was *better* than yours because I'm on the bleeding edge, which is another cool theme).
I normally dont go with the route of making feel to the PCs they are the stars. So unless you follow that DM route in games i dont see what narrative pourpose is acomplished by a combat you and them know well they are gonna win in 2 to 4 seconds.
See this is something I can't understand.
What is the point of a person, a real live person, showing up to play a game if the game isn't going to be about what they do?
That's what it means to be the 'star' of the show: the show is about what you do and what happens to you.
Do you have to be the biggest baddest thing on the planet to be the star? No. In fact you don't have to be any good at all - you can totally suck at what you do, but as long as the game is about what you do and what happens to you, then you are the star.
I've walked from games where what I did as a PC did not have an impact on the plot or story. I'm not there to be read to like a kid, I'm there to DO stuff and see things react to what I do, and change the plot and story.
I tell you from experience though, that its been a heck of a lot easier to change where the story goes for me by being pretty good at doing *something* as a PC. I suspect that ability to more greatly affect the outcome is one of prime motivators for making effective characters.
Now maybe that's not what you meant by 'star'. Maybe you were going with the idea that you don't have to make them feel like 'kings of the world', and you're right, you don't.
But if you are trying to 'respect' the SR setting, then people with extra IPs ARE fast and ARE special because of it. You don't have to like the setting to play in SR, but that runs down the path of 'but why are you playing then', so I have to assume that the setting is desirable to play up as part of the adventure that occurs.
I want to reinforce that aspect of the story, because I like that about the setting. There are plenty of things that can be brought in to 'humble' the PCs, but if you just do that and don't empower them as well, I find it makes a pretty short lived game.